mirror of
https://github.com/shadps4-emu/ext-SDL.git
synced 2024-11-23 10:09:48 +00:00
381 lines
16 KiB
C
381 lines
16 KiB
C
/*
|
|
Simple DirectMedia Layer
|
|
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
|
|
|
This software is provided 'as-is', without any express or implied
|
|
warranty. In no event will the authors be held liable for any damages
|
|
arising from the use of this software.
|
|
|
|
Permission is granted to anyone to use this software for any purpose,
|
|
including commercial applications, and to alter it and redistribute it
|
|
freely, subject to the following restrictions:
|
|
|
|
1. The origin of this software must not be misrepresented; you must not
|
|
claim that you wrote the original software. If you use this software
|
|
in a product, an acknowledgment in the product documentation would be
|
|
appreciated but is not required.
|
|
2. Altered source versions must be plainly marked as such, and must not be
|
|
misrepresented as being the original software.
|
|
3. This notice may not be removed or altered from any source distribution.
|
|
*/
|
|
|
|
/**
|
|
* # CategoryInit
|
|
*
|
|
* All SDL programs need to initialize the library before starting to work
|
|
* with it.
|
|
*
|
|
* Almost everything can simply call SDL_Init() near startup, with a handful
|
|
* of flags to specify subsystems to touch. These are here to make sure SDL
|
|
* does not even attempt to touch low-level pieces of the operating system
|
|
* that you don't intend to use. For example, you might be using SDL for video
|
|
* and input but chose an external library for audio, and in this case you
|
|
* would just need to leave off the `SDL_INIT_AUDIO` flag to make sure that
|
|
* external library has complete control.
|
|
*
|
|
* Most apps, when terminating, should call SDL_Quit(). This will clean up
|
|
* (nearly) everything that SDL might have allocated, and crucially, it'll
|
|
* make sure that the display's resolution is back to what the user expects if
|
|
* you had previously changed it for your game.
|
|
*
|
|
* SDL3 apps are strongly encouraged to call SDL_SetAppMetadata() at startup
|
|
* to fill in details about the program. This is completely optional, but it
|
|
* helps in small ways (we can provide an About dialog box for the macOS menu,
|
|
* we can name the app in the system's audio mixer, etc). Those that want to
|
|
* provide a _lot_ of information should look at the more-detailed
|
|
* SDL_SetAppMetadataProperty().
|
|
*/
|
|
|
|
#ifndef SDL_init_h_
|
|
#define SDL_init_h_
|
|
|
|
#include <SDL3/SDL_stdinc.h>
|
|
#include <SDL3/SDL_error.h>
|
|
#include <SDL3/SDL_events.h>
|
|
|
|
#include <SDL3/SDL_begin_code.h>
|
|
/* Set up for C function definitions, even when using C++ */
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
/* As of version 0.5, SDL is loaded dynamically into the application */
|
|
|
|
/**
|
|
* Initialization flags for SDL_Init and/or SDL_InitSubSystem
|
|
*
|
|
* These are the flags which may be passed to SDL_Init(). You should specify
|
|
* the subsystems which you will be using in your application.
|
|
*
|
|
* \since This datatype is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_Init
|
|
* \sa SDL_Quit
|
|
* \sa SDL_InitSubSystem
|
|
* \sa SDL_QuitSubSystem
|
|
* \sa SDL_WasInit
|
|
*/
|
|
typedef Uint32 SDL_InitFlags;
|
|
|
|
#define SDL_INIT_AUDIO 0x00000010u /**< `SDL_INIT_AUDIO` implies `SDL_INIT_EVENTS` */
|
|
#define SDL_INIT_VIDEO 0x00000020u /**< `SDL_INIT_VIDEO` implies `SDL_INIT_EVENTS` */
|
|
#define SDL_INIT_JOYSTICK 0x00000200u /**< `SDL_INIT_JOYSTICK` implies `SDL_INIT_EVENTS`, should be initialized on the same thread as SDL_INIT_VIDEO on Windows if you don't set SDL_HINT_JOYSTICK_THREAD */
|
|
#define SDL_INIT_HAPTIC 0x00001000u
|
|
#define SDL_INIT_GAMEPAD 0x00002000u /**< `SDL_INIT_GAMEPAD` implies `SDL_INIT_JOYSTICK` */
|
|
#define SDL_INIT_EVENTS 0x00004000u
|
|
#define SDL_INIT_SENSOR 0x00008000u /**< `SDL_INIT_SENSOR` implies `SDL_INIT_EVENTS` */
|
|
#define SDL_INIT_CAMERA 0x00010000u /**< `SDL_INIT_CAMERA` implies `SDL_INIT_EVENTS` */
|
|
|
|
/**
|
|
* Return values for optional main callbacks.
|
|
*
|
|
* Returning SDL_APP_SUCCESS or SDL_APP_FAILURE from SDL_AppInit,
|
|
* SDL_AppEvent, or SDL_AppIterate will terminate the program and report
|
|
* success/failure to the operating system. What that means is
|
|
* platform-dependent. On Unix, for example, on success, the process error
|
|
* code will be zero, and on failure it will be 1. This interface doesn't
|
|
* allow you to return specific exit codes, just whether there was an error
|
|
* generally or not.
|
|
*
|
|
* Returning SDL_APP_CONTINUE from these functions will let the app continue
|
|
* to run.
|
|
*
|
|
* See
|
|
* [Main callbacks in SDL3](https://wiki.libsdl.org/SDL3/README/main-functions#main-callbacks-in-sdl3)
|
|
* for complete details.
|
|
*
|
|
* \since This enum is available since SDL 3.0.0.
|
|
*/
|
|
typedef enum SDL_AppResult
|
|
{
|
|
SDL_APP_CONTINUE, /**< Value that requests that the app continue from the main callbacks. */
|
|
SDL_APP_SUCCESS, /**< Value that requests termination with success from the main callbacks. */
|
|
SDL_APP_FAILURE /**< Value that requests termination with error from the main callbacks. */
|
|
} SDL_AppResult;
|
|
|
|
typedef SDL_AppResult (SDLCALL *SDL_AppInit_func)(void **appstate, int argc, char *argv[]);
|
|
typedef SDL_AppResult (SDLCALL *SDL_AppIterate_func)(void *appstate);
|
|
typedef SDL_AppResult (SDLCALL *SDL_AppEvent_func)(void *appstate, SDL_Event *event);
|
|
typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate, SDL_AppResult result);
|
|
|
|
/**
|
|
* Initialize the SDL library.
|
|
*
|
|
* SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
|
|
* two may be used interchangeably. Though for readability of your code
|
|
* SDL_InitSubSystem() might be preferred.
|
|
*
|
|
* The file I/O (for example: SDL_IOFromFile) and threading (SDL_CreateThread)
|
|
* subsystems are initialized by default. Message boxes
|
|
* (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
|
|
* video subsystem, in hopes of being useful in showing an error dialog when
|
|
* SDL_Init fails. You must specifically initialize other subsystems if you
|
|
* use them in your application.
|
|
*
|
|
* Logging (such as SDL_Log) works without initialization, too.
|
|
*
|
|
* `flags` may be any of the following OR'd together:
|
|
*
|
|
* - `SDL_INIT_AUDIO`: audio subsystem; automatically initializes the events
|
|
* subsystem
|
|
* - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
|
|
* subsystem
|
|
* - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
|
|
* events subsystem
|
|
* - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
|
|
* - `SDL_INIT_GAMEPAD`: gamepad subsystem; automatically initializes the
|
|
* joystick subsystem
|
|
* - `SDL_INIT_EVENTS`: events subsystem
|
|
* - `SDL_INIT_SENSOR`: sensor subsystem; automatically initializes the events
|
|
* subsystem
|
|
* - `SDL_INIT_CAMERA`: camera subsystem; automatically initializes the events
|
|
* subsystem
|
|
*
|
|
* Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
|
|
* for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
|
|
* call SDL_Quit() to force shutdown). If a subsystem is already loaded then
|
|
* this call will increase the ref-count and return.
|
|
*
|
|
* Consider reporting some basic metadata about your application before
|
|
* calling SDL_Init, using either SDL_SetAppMetadata() or
|
|
* SDL_SetAppMetadataProperty().
|
|
*
|
|
* \param flags subsystem initialization flags.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetAppMetadata
|
|
* \sa SDL_SetAppMetadataProperty
|
|
* \sa SDL_InitSubSystem
|
|
* \sa SDL_Quit
|
|
* \sa SDL_SetMainReady
|
|
* \sa SDL_WasInit
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_Init(SDL_InitFlags flags);
|
|
|
|
/**
|
|
* Compatibility function to initialize the SDL library.
|
|
*
|
|
* This function and SDL_Init() are interchangeable.
|
|
*
|
|
* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_Init
|
|
* \sa SDL_Quit
|
|
* \sa SDL_QuitSubSystem
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_InitSubSystem(SDL_InitFlags flags);
|
|
|
|
/**
|
|
* Shut down specific SDL subsystems.
|
|
*
|
|
* You still need to call SDL_Quit() even if you close all open subsystems
|
|
* with SDL_QuitSubSystem().
|
|
*
|
|
* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_InitSubSystem
|
|
* \sa SDL_Quit
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_QuitSubSystem(SDL_InitFlags flags);
|
|
|
|
/**
|
|
* Get a mask of the specified subsystems which are currently initialized.
|
|
*
|
|
* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
|
|
* \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
|
|
* returns the initialization status of the specified subsystems.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_Init
|
|
* \sa SDL_InitSubSystem
|
|
*/
|
|
extern SDL_DECLSPEC SDL_InitFlags SDLCALL SDL_WasInit(SDL_InitFlags flags);
|
|
|
|
/**
|
|
* Clean up all initialized subsystems.
|
|
*
|
|
* You should call this function even if you have already shutdown each
|
|
* initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
|
|
* function even in the case of errors in initialization.
|
|
*
|
|
* You can use this function with atexit() to ensure that it is run when your
|
|
* application is shutdown, but it is not wise to do this from a library or
|
|
* other dynamically loaded code.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_Init
|
|
* \sa SDL_QuitSubSystem
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_Quit(void);
|
|
|
|
/**
|
|
* Specify basic metadata about your app.
|
|
*
|
|
* You can optionally provide metadata about your app to SDL. This is not
|
|
* required, but strongly encouraged.
|
|
*
|
|
* There are several locations where SDL can make use of metadata (an "About"
|
|
* box in the macOS menu bar, the name of the app can be shown on some audio
|
|
* mixers, etc). Any piece of metadata can be left as NULL, if a specific
|
|
* detail doesn't make sense for the app.
|
|
*
|
|
* This function should be called as early as possible, before SDL_Init.
|
|
* Multiple calls to this function are allowed, but various state might not
|
|
* change once it has been set up with a previous call to this function.
|
|
*
|
|
* Passing a NULL removes any previous metadata.
|
|
*
|
|
* This is a simplified interface for the most important information. You can
|
|
* supply significantly more detailed metadata with
|
|
* SDL_SetAppMetadataProperty().
|
|
*
|
|
* \param appname The name of the application ("My Game 2: Bad Guy's
|
|
* Revenge!").
|
|
* \param appversion The version of the application ("1.0.0beta5" or a git
|
|
* hash, or whatever makes sense).
|
|
* \param appidentifier A unique string in reverse-domain format that
|
|
* identifies this app ("com.example.mygame2").
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetAppMetadataProperty
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadata(const char *appname, const char *appversion, const char *appidentifier);
|
|
|
|
/**
|
|
* Specify metadata about your app through a set of properties.
|
|
*
|
|
* You can optionally provide metadata about your app to SDL. This is not
|
|
* required, but strongly encouraged.
|
|
*
|
|
* There are several locations where SDL can make use of metadata (an "About"
|
|
* box in the macOS menu bar, the name of the app can be shown on some audio
|
|
* mixers, etc). Any piece of metadata can be left out, if a specific detail
|
|
* doesn't make sense for the app.
|
|
*
|
|
* This function should be called as early as possible, before SDL_Init.
|
|
* Multiple calls to this function are allowed, but various state might not
|
|
* change once it has been set up with a previous call to this function.
|
|
*
|
|
* Once set, this metadata can be read using SDL_GetMetadataProperty().
|
|
*
|
|
* These are the supported properties:
|
|
*
|
|
* - `SDL_PROP_APP_METADATA_NAME_STRING`: The human-readable name of the
|
|
* application, like "My Game 2: Bad Guy's Revenge!". This will show up
|
|
* anywhere the OS shows the name of the application separately from window
|
|
* titles, such as volume control applets, etc. This defaults to "SDL
|
|
* Application".
|
|
* - `SDL_PROP_APP_METADATA_VERSION_STRING`: The version of the app that is
|
|
* running; there are no rules on format, so "1.0.3beta2" and "April 22nd,
|
|
* 2024" and a git hash are all valid options. This has no default.
|
|
* - `SDL_PROP_APP_METADATA_IDENTIFIER_STRING`: A unique string that
|
|
* identifies this app. This must be in reverse-domain format, like
|
|
* "com.example.mygame2". This string is used by desktop compositors to
|
|
* identify and group windows together, as well as match applications with
|
|
* associated desktop settings and icons. If you plan to package your
|
|
* application in a container such as Flatpak, the app ID should match the
|
|
* name of your Flatpak container as well. This has no default.
|
|
* - `SDL_PROP_APP_METADATA_CREATOR_STRING`: The human-readable name of the
|
|
* creator/developer/maker of this app, like "MojoWorkshop, LLC"
|
|
* - `SDL_PROP_APP_METADATA_COPYRIGHT_STRING`: The human-readable copyright
|
|
* notice, like "Copyright (c) 2024 MojoWorkshop, LLC" or whatnot. Keep this
|
|
* to one line, don't paste a copy of a whole software license in here. This
|
|
* has no default.
|
|
* - `SDL_PROP_APP_METADATA_URL_STRING`: A URL to the app on the web. Maybe a
|
|
* product page, or a storefront, or even a GitHub repository, for user's
|
|
* further information This has no default.
|
|
* - `SDL_PROP_APP_METADATA_TYPE_STRING`: The type of application this is.
|
|
* Currently this string can be "game" for a video game, "mediaplayer" for a
|
|
* media player, or generically "application" if nothing else applies.
|
|
* Future versions of SDL might add new types. This defaults to
|
|
* "application".
|
|
*
|
|
* \param name the name of the metadata property to set.
|
|
* \param value the value of the property, or NULL to remove that property.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetAppMetadataProperty
|
|
* \sa SDL_SetAppMetadata
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadataProperty(const char *name, const char *value);
|
|
|
|
#define SDL_PROP_APP_METADATA_NAME_STRING "SDL.app.metadata.name"
|
|
#define SDL_PROP_APP_METADATA_VERSION_STRING "SDL.app.metadata.version"
|
|
#define SDL_PROP_APP_METADATA_IDENTIFIER_STRING "SDL.app.metadata.identifier"
|
|
#define SDL_PROP_APP_METADATA_CREATOR_STRING "SDL.app.metadata.creator"
|
|
#define SDL_PROP_APP_METADATA_COPYRIGHT_STRING "SDL.app.metadata.copyright"
|
|
#define SDL_PROP_APP_METADATA_URL_STRING "SDL.app.metadata.url"
|
|
#define SDL_PROP_APP_METADATA_TYPE_STRING "SDL.app.metadata.type"
|
|
|
|
/**
|
|
* Get metadata about your app.
|
|
*
|
|
* This returns metadata previously set using SDL_SetAppMetadata() or
|
|
* SDL_SetAppMetadataProperty(). See SDL_SetAppMetadataProperty() for the list
|
|
* of available properties and their meanings.
|
|
*
|
|
* \param name the name of the metadata property to get.
|
|
* \returns the current value of the metadata property, or the default if it
|
|
* is not set, NULL for properties with no default.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread, although
|
|
* the string returned is not protected and could potentially be
|
|
* freed if you call SDL_SetAppMetadataProperty() to set that
|
|
* property from another thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetAppMetadata
|
|
* \sa SDL_SetAppMetadataProperty
|
|
*/
|
|
extern SDL_DECLSPEC const char * SDLCALL SDL_GetAppMetadataProperty(const char *name);
|
|
|
|
/* Ends C function definitions when using C++ */
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
#include <SDL3/SDL_close_code.h>
|
|
|
|
#endif /* SDL_init_h_ */
|